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1 2019 Gally Academic Track Friday, February 15
2019 Gally Academic Track Friday, February 15, 2019 3:00-3:15 KEYNOTE “The Fandom Hierarchy: Women of Color’s Fight For Visibility In Fandom Spaces” Tai Gooden Women of Color (WoC) have been fervent Doctor Who fans for several decades. However, the fandom often reflects societal hierarchies upheld by White privilege that result in ignoring and diminishing WoC’s opinions, contributions, and legitimate concerns about issues in terms of representation. Additionally, WoC and non-binary (NB) people of color’s voices are not centered as often in journalism, podcasting, and media formats nor convention panels as much as their White counterparts. This noticeable disparity has led to many WoC, even those who are deemed “important” in fandom spaces, to encounter racism, sexism, and, depending on the individual, homophobia and transphobia in a place that is supposed to have open availability to everyone. I can attest to this experience as someone who has a somewhat heightened level of visibility in fandom as a pop culture/entertainment writer who extensively covers Doctor Who. This presentation will examine women of color in the Doctor Who fandom in terms of their interactions with non-POC fans and difficulties obtaining opportunities in media, online, and at conventions. The show’s representation of fandom and the necessity for equity versus equality will also be discussed to craft a better understanding of how to tackle this pervasive issue. Other actionable solutions to encourage intersectionality in the fandom will be discussed including privileged people listening to WoC and non- binary people’s concerns/suggestions, respectfully interacting with them online and in person, recognizing and utilizing their privilege to encourage more inclusivity, standing in solidarity with them on critical issues, and lending their support to WoC creatives. -
CONJECTURE GAMES PRESENTS: Conjectural Roleplaying Gamemaster
CONJECTURE GAMES PRESENTS: CRGE conjectural roleplaying gamemaster emulator By Zach Best Artwork by Matthew Vasey The Helldragon (order #6976544) “If everyone is thinking alike, then somebody isn’t thinking.” – George S. Patton Dedicated to Katie. Who shares every step with me. Written by Zach Best Artwork by Matthew Vasey Published by Conjecture Games (www.conjecturegames.com) Special Thanks to Alex Yari, Francis Flammang, David Dankel, Nicky Tsouklais, Matthew Mooney, Aaron Zeitler, Kenny Norris, Jimmy Williams, and Deathworks for playtesting, editing, and general commenting. Very Special Thanks to Chris Stieha for being the first and most thorough playtester an indie game designer could ever ask for. All text is © Zach Best (2014). All artwork is © Matthew Vasey (2014) and used with permission for this work. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. 2 The Helldragon (order #6976544) Table of Contents What is CRGE? pg. 4 Loom of Fate – Binary GM Emulator, pg. 6 The Surge Count, pg. 8 Unexpectedly Explanations, pg. 10 Loom of Fate Examples, pg. 11 Loom of Fate Tutorial, pg. 13 Conjured Threads – Story Indexing Game Engine, pg. 14 Stage of the Scene, pg. 16 CRGE Scene Setup, pg. 18 Bookkeeping, pg. 18 Storyspinning – Frameworks for CRGE, pg. 20 Vignette Framework, pg. 21 Vignette Framework Tutorial, pg. 23 Tapestry –Multiplayer CRGE Module, pg. 24 Appendix I (Tables), pg. 27 Appendix II (Vignette Framework Tutorial Example), pg. 28 3 The Helldragon (order #6976544) What is CRGE? Conjecture The Conjectural Roleplaying Gamemaster “Is the door locked?” This is a very simple Emulator (“CRGE”) is a supplement for any pen question applicable to many RPG adventures. -
Staying Alive Fallout 76
ALL FORMATS EXCLUSIVE Staying Alive Far Cry 4’s Alex Hutchinson How the British games industry survived its on his “louder, brasher” game turbulent early years Fallout 76 Bethesda, BETA and “spectacular” bugs Issue 1 £3 wfmag.cc 01 72000 GRIS 16 7263 97 Subscribe today 12 weeks for £12* Visit: wfmag.cc/12issues to order * UK Price. 6 issue introductory offer In search of real criticism an games be art? Roger Ebert judge – the critic is a guide, an educator, and an argued that they couldn’t. He was interpreter. The critic makes subtext text, traces C wrong. Any narrative medium themes, and fills in white space. Put another can produce art. But I’m not sure way, the critic helps the audience find deeper we’re producing many examples that meet JESSICA PRICE meaning in a piece of art. Or: the critic teaches that definition. Let’s be honest: everyone keeps Jessica Price is a the audience the rules of the games artists play producer, writer, and talking about BioShock because it had something manager with over a so that they’re on a level ground with the artist. to say and said it with competence and style, decade of experience One only has to compare movie or TV reviews in triple-A, indie, and not because what it had to say was especially tabletop games. in any mainstream publication, in which at least profound. Had it been a movie or a book, I doubt some critical analysis beyond “is this movie it would have gotten much attention. -
Bsccm FYP Proposal Cover
City University of Hong Kong School of Creative Media: BScCM Department of Computer Science BScCM Final Year Project 2019 – 2020 (Phase I) Report on Research, Analyse & Development << Redemption >> Student Name/EID : KUO Samuel Chun Yin/54430251 Student Name/EID : Mui Man Ho/54434133 Student Name/EID : Ng Hin Chung/54841445 Programme Code : SM4712B Supervisors SCM : Mr. YIM, Chun Pang CS : Dr.NGO, Chong Wah Date : 11/10/2019 BScCM FYP Interim Report Cover > April 2019 > Page 1 of 21 City University of Hong Kong School of Creative Media: BScCM Department of Computer Science Table of contents Table of contents ................................................................................ 2 Introduction ...................................................................................... 3 Objective ........................................................................................... 4 Deliverables ..................................................................................... 5 Project schedule .............................................................................. 6 Story Framework (Pending) ............................................................... 7 Story Chapter flow (Pending) ............................................................ 8 Background Research and Survey ..................................................... 9 Methodology .................................................................................. 14 Player Control ................................................................................ -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
2021-22 Bulletin: Graduate School Of
2021–22 Bulletin Graduate School of Art Bulletin 2021-22 Table of Contents (07/22/21) Table of Contents About This Bulletin .......................................................................................................................................................................................... 2 About Washington University in St. Louis ...................................................................................................................................................... 3 Trustees & Administration ........................................................................................................................................................................ 3 Academic Calendar .................................................................................................................................................................................. 3 Campus Resources .................................................................................................................................................................................. 4 University Policies .................................................................................................................................................................................... 7 University Affiliations .............................................................................................................................................................................. 12 Graduate School of Art ................................................................................................................................................................................ -
Australia India Institute Volume 20, February 2021 Fostering
Australia India Institute Volume 20, February 2021 Fostering Opportunities in Video Games between Victoria and India Dr Jens Schroeder Fostering Opportunities in Video Games between Victoria and India The Australia India Institute, based at The University of Melbourne, is funded by Australian Government Department of Education, Skills and Employment, the State Government of Victoria and the University of Melbourne. Video games are booming all over the world, during the COVID-19 pandemic more than Summary ever. Australia and India are no exceptions. This policy brief focuses on the opportunities for both Indian and Victorian game developers and educators in the context of the Victorian government's support for its creative industries. Based on desk research and discussions at the Victoria-India Video Games Roundtable conducted on 8 December 2020 by the Australia India Institute in collaboration with Creative Victoria and Global Victoria, this report identified the following avenues for collaboration: • Access to complementary expertise and talent in both countries • Joint education programs and exchanges • Victorian game developers working with Indian partners to adapt their games to the Indian market and its complexities and challenges Video games1 are one of the world's largest and fastest-growing entertainment and media Introduction industries. In Australia, Victoria is the hotspot for game development. With 33% of all studios and 39% of all industry positions,2 more studios call Victoria home than any other state in Australia. Meanwhile, India's smartphone penetration has skyrocketed to the point where the country has become the world's most avid consumer of mobile gaming apps. This policy brief sets out to explore how Victoria-based game developers and educators can take advantage of this emerging market and the opportunities it presents. -
A Sense of Presence: Mediating an American Apocalypse
religions Article A Sense of Presence: Mediating an American Apocalypse Rachel Wagner Department of Philosophy and Religion, Ithaca College, Ithaca, NY 14850, USA; [email protected] Abstract: Here I build upon Robert Orsi’s work by arguing that we can see presence—and the longing for it—at work beyond the obvious spaces of religious practice. Presence, I propose, is alive and well in mediated apocalypticism, in the intense imagination of the future that preoccupies those who consume its narratives in film, games, and role plays. Presence is a way of bringing worlds beyond into tangible form, of touching them and letting them touch you. It is, in this sense, that Michael Hoelzl and Graham Ward observe the “re-emergence” of religion with a “new visibility” that is much more than “simple re-emergence of something that has been in decline in the past but is now manifesting itself once more.” I propose that the “new awareness of religion” they posit includes the mediated worlds that enchant and empower us via deeply immersive fandoms. Whereas religious institutions today may be suspicious of presence, it lives on in the thick of media fandoms and their material manifestations, especially those forms that make ultimate promises about the world to come. Keywords: apocalypticism; Orsi; enchantment; fandom; video games; pervasive games; cowboy; larp; West 1. Introduction Michael Hoelzl and Graham Ward observe the “re-emergence” of religion today with a “new visibility” that is “far more complex and nuanced than simple re-emergence of something that has been in decline in the past but is now manifesting itself once more” (Hoelzl and Ward 2008, p. -
The Fantastic Queer: Reading Gay Representations in Torchwood and True Blood As Articulations of Queer Resistance Frederik Dhaenens1
Critical Studies in Media Communication Vol. 30, No. 2, June 2013, pp. 102Á116 The Fantastic Queer: Reading Gay Representations in Torchwood and True Blood as Articulations of Queer Resistance Frederik Dhaenens1 Fantasy films and television series have generally taken an ambivalent position toward homosexuality. On the one hand, the genre has omitted representations of gay characters or displaced homosexuality onto the victims, villains, or nonhuman others. Hence, from a queer theoretical perspective, homosexuality has been represented as a threat to the hegemonic discourse of heteronormativity. On the other hand, deconstructionist practices have revealed how the other may be read as a form of cultural resistance and a powerful metaphor for gay men and women. However, a few 21st-century fantasy series are breaking the tradition by representing characters and themes explicitly marked as gay. Using a textual analysis of two contemporary fantasy series (Torchwood and True Blood), this study illustrates how the inclusion of gay characters rearticulates this ambivalent position of the fantasy genre toward homosexuality. The ambivalence no longer serves to read the others as metaphors for homosexuality and/or queerness, but allows us to imagine queer subject positions and transgressive norms and values in close relation to actual gay characters. Keywords: Torchwood; True Blood; Gay Representation; Queer Theory; The Fantastic Introduction Nan Flanagan: We’re citizens. We pay taxes. We deserve basic civil rights ...just like everyone else. Bill Maher: Yeah, but ...I mean, come on. Doesn’t your race have a rather sordid history ...of exploiting and feeding off innocent people for centuries? Nan Flanagan: Three points. -
AWS Is How Game Tech Volume 2
Behind great games, there’s game tech. AWS is How Game Tech Volume 2 AWS IS HOW GAME TECH EDITION Volume 2 2 Player profile Player Player ID: Eric Morales Classification: Reconnecting through tech Head of AWS Game Tech EMEA Player history Stockholm Joined Gamer since 59°32′N 18°06′E July 2015 1995 Over the past year, many of us have felt compelled to escape into a game, even if only for a few hours. Technology has been our salvation and our solace. When we’ve been forced to stay apart, tech has helped us to feel connected, whether by racing strangers through virtual cities or teaming up to battle awesome foes in Wolcen: Lords of Mayhem. There has, perhaps, never been a greater keep pushing forward on a bumpy road and instead of sticking to a plan that no longer Perhaps one of the key things we can need for the escape that gaming gives when to somersaulto a ne ont w one. fits. New ideas come through all the time learn from these studios is that adversity us. So I’d like to say an extra thank you to and you have to embrace them.” can spark the creativity we need to build Building on AWS gives studios the chance the studios we’re featuring in this issue. something truly spectacular. In many to experiment, innovate, and make For some of the developers we spoke Without you, lockdown would have been games, your character levels up and gets mistakes in order to keep forging ahead. to, the pandemic has been just one of just a little bit harder for so many millions stronger regardless of your own skill, which I’m 100 percent with Roberta Lucca many hurdles they’ve overcome. -
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort. -
Un Conjunto De Herramientas Para Unity Orientado Al Desarrollo De Videojuegos De Acción-Aventura Y Estilo Retro Con Gráficos Isométricos 3D
UN CONJUNTO DE HERRAMIENTAS PARA UNITY ORIENTADO AL DESARROLLO DE VIDEOJUEGOS DE ACCIÓN-AVENTURA Y ESTILO RETRO CON GRÁFICOS ISOMÉTRICOS 3D D. Iván José Pérez Colado D. Víctor Manuel Pérez Colado GRADO EN INGENIERÍA DEL SOFTWARE FACULTAD DE INFORMÁTICA UNIVERSIDAD COMPLUTENSE DE MADRID TRABAJO DE FIN DE GRADO DE INGENIERÍA DEL SOFTWARE Madrid, 20 junio de 2014 Director: Prof. Dr. D. Federico Peinado Gil Autorización de difusión y utilización Iván José Pérez Colado y Víctor Manuel Pérez Colado autorizamos a la Universidad Complutense de Madrid a difundir y utilizar con fines académicos, no comerciales y mencionando expresamente a sus autores, tanto la propia memoria, como el código, los contenidos audiovisuales incluso si incluyen imágenes de los autores, la documentación y/o el prototipo desarrollado. Fdo. Iván José Pérez Colado Fdo. Víctor Manuel Pérez Colado Para nuestro nono Quien con su empeño e ilusión, fue un motivo en nuestras vidas para llegar hasta donde hemos llegado y no está hoy con nosotros para verlo Agradecimientos Queremos agradecer, en primer lugar, a nuestro director de proyecto Federico Peinado Gil, por darnos la oportunidad de participar en un proyecto del campo que más nos apasiona, los videojuegos, y por toda la ayuda y dedicación que nos ha prestado durante el curso para completarlo. En segundo lugar, agradecemos a nuestros amigos y familia, su opinión y continua valoración de los resultados que íbamos obteniendo durante la realización del proyecto. Por último, agradecer a la comunidad de usuarios de Unity, y a los usuarios de StackOverflow, la cesión de múltiples fragmentos de código que han servido de referencia para la realización del proyecto.